Me and my brother found this class on the d&d wiki along time ago, and now that we are active co-GMs for our pathfinder group, we desided to bring it up to snuff and alter it to fit into pathfinder. We have the link to the original class and the concept goes to the original maker, we just beefed it up and fit it to suit our campaigns.

http://www.dandwiki.com/wiki/Boneshaper_(3.5e_Class)

Thank you for your time and please give constructive criticism.

Boneshaper

Using ancient, nearly forgotten necromantic magics and meditation techniques boneshapers gain mastery over their very skeletons.
Boneshapers use a rarely heard of and often maligned branch of necromantic magic that allows them to spontaneously grow their skeleton into weapons and armor.

Making a boneshaper

Good secondary melee fighter. Her high constitution requirement and large hit dice means she usually has a high health though a portion of this is used to make her arms.
Abilities: A high constitution is a must as boneshapers draw off this ability to form their equipment.
A high strength increases her effectiveness in combat while a good dexterity makes her harder to hit.

Alignment: Rarely good. The practice of shifting your bones into weapons through necromantic power rarely meshes well with those of a good alignment.

Weapon and Armor Proficiency: Boneshapers are not proficient with any weapons or armor or shields

Natural armor (Ex): The boneshapers skin becomes tough and her bones denser granting her a +1 bonus to AC (characters without a natural armor are treated as having a +0 natural armor before bonuses are applied). This effect stacks with other bonuses to natural armor.

Shape bone (Su): The magics that boneshapers practice allow them to grow shards of bone from their flesh to serve as weapons.
At first level she may choose two simple weapons that she can shape. She may also shape simple spikes which may act as armor spikes, or a spicked gauntlent. These spikes are considered light weapons for the effects of spells and enchanments.
At third level and every three levels(6th, 9th, etc) after she may choose a weapon type and shape the simple and martial weapons of that type, at the time they are able to shape a second weapon type they may also shape the exotic weapons of the previously chosen type. If weapon is in two categories consult with GM.

This process takes its toll on her body though as each weapon she makes damages her constitution a certain amount.
Light weapons and spikes(in one body slot ex. legs, arms, hands) made cost 1 point of constitution, one handed weapons cost 2, two handed and double weapons cost 3, and reach weapons cost 4, cost amounts do not stack for multiple categories use highest cost (example a reach weapon that is a double weapon only cost 4).
This constitution damage can only be healed in two ways naturally after 2d6 weeks, or the item is reabsorbed. Heal checks or potions do not decrease time.

These weapons are considered natural weapons as well as manufactured weapons for purposes of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells).
The boneshaper is automatically considered proficient with any weapons she shapes.
Weapons deal the same damage as their manufactured counterparts.
All shaped weapons grow from the shapers hand only being removed with a successful sunder check.
Two handed weapons remain attached to only one hand, but can only be used effectivly with two hands.
Double weapons are treated as two separate weapons when applying the arcane skeleton ability.

Shaping: to shape or unshape a weapon takes a full round action at 1st level. This decreases to a standard action at 2nd, a move action at 4th a swift at 8th and an immediate action at 14th.

Improved Bone Shaping: At level 3 all weapons created by the boneshaper are treated as masterwork. Shaped weapons add +1 to all attack roll.

Greater Boneshaping: At 4th level the boneshapers is able to shape an exceptionally potent weapon, Shaped weapons have an additional +1 on all damage rolls. This changes the normal masterwork weapons she creates into a +1 enchantment weapon.

Arcane Skeleton (Su): Allows the Boneshaper can infuse her skeleton with mystical energies granting her weapons magical properties.
Each weapon can have an enchantment total of +1 at 5th level and an additional +1 for every 2 levels after that for a maximum of +9 at lvl 20, (the +9 adds onto the +1 from greater boneshaping totaling a +10).

Rules for enchanted items apply as normal for shaped weapons, (+5 enhancement with up to a plus 5 ability). Weapons cannot be enchanted to deal any type of energy damage such as fire, cold, sonic, or force, nor can it have an enchantment that allows it to change its size, shape, material, or type. (enchantments like sizing, morphing or metalline, etc,). Each enchantment Adds +1 to the Con cost of the Weapon.

Aligned Shaping: At 7th level Weapons can be shaped to have the shapers alignment, or one step away on either axis, for the purposes of overcoming damage resistance.

Efficeint Shaping: The boneshaper learns how to minimize excess damage to herself, at 10th the Constitution cost of the weapons she makes decreases by 1 to a minimum of 0. Shaped spikes may be counted as ammunition for enchantments purposes, and may be thrown, or used with a bow. Spikes and thrown spikes deal 1d6 damage and "arrow" spikes deal depending on bow and arrow type.

Master Boneshaping: At 20th level the Boneshaper may utilzie an enemies' bones to shape her weapons through a successful grapple check, or a willing ally with a touch 5 times a day. She takes no constituion damage as a result of her shaping this way. If used on an enemy, or unwilling ally they make a fortitude save (DC 10 + 1/2 class level + Con Cost of Weapon) for normal constituion damage or die as result of skeletal migration. If used on an ally they make fort save (DC 10 + Con Cost of weapon) for normal Con damage or becomes disabled until bones returned. If foreign bones absorbed, temporary hitpoints are gained equal to 1/2 the hardness of the weapon. In addition the Constitution cost of weapons you create out of your bones are again lessened by 1, to a minimum of zero. Spikes and thrown Spikes now deal 1d8 damage, and "arrow" spikes add 1d6 bonus damage on top of damage dealt by bow and arrow types, however bonus damage is not multiplied with a critical hit.

Playing a boneshaper

Other Classes: Boneshapers get along well with wizards since both classes know the power gained through intense study. for similar reasons boneshapers respect monks for their dedication to turning their bodies into weapons though reactions to the boneshaper varies between individual monks. clerics and paladins rarely work with boneshapers seeing them as unnatural or evil, even if their goals are the same.

Combat: While boneshapers usually have a respectable amount of hit points theirequipment tends to lag behind that of a fighters or barbarians.
For this reason they usually try to utilize tactics more than force striking from ambush and flanking foes instead of standing toe to toe with them.

Advancement: Boneshapers rarely multiclass. Those that do usually take up wizardry usually specializing in necromancy. On occasion a boneshaper will study the martial styles of a monk blending them with her own ability to create a fearsome warrior.

Most boneshapers prefer to avoid those would see their abilities as evil to be destroyed. Some simply hide their abilities and live as normal among others in cities or towns while others prefer to remove themselves from civilization so they can hone their skills without fear of reprisal.

Daily Life: The daily life of a boneshaper varies depending on what they are doing. Many are as studious as wizards conducting experiments and working out new rituals or tricks increase their power. Others, especially those who are adventurers, prefer to learn by doing. they throw themselves against their foes in an attempt to master their craft in a way that can only be achieved in a life or death struggle.

Organizations: Boneshapers are not organized by any recognizable structure. Indeed many boneshapers only learn enough to start them down the path before their studies take them away to one corner of the world or another. This does not mean boneshapers are unfriendly towards one another. Often, when two boneshapers meet they begin trading tips and tricks they have picked up in their studies with both leaving the encounter with a better knowledge of the magic they practice.

NPC Reactions: NPC reactions depend largely on the beliefs held by the NPC. while bone shaping isn't inherently evil many people see it as such since it has its roots in necromancy. less knowlegeable NPCs may be terrified of the boneshaper, even going as far as attempting to slay the 'evil' mage.

Boneshaper Lore

Characters with ranks in Knowledge (Arcana) can research boneshapers to learn more about them. When a character makes a skill check, read or paraphrase the following,including information from lower DCs.
{table=head] DC | Result
10 | Boneshapers can create weapons and armor from their own bones
15 | powerful boneshapers are difficult to strike as their flesh itself acts as armor
20 | Boneshapers are skilled combatants who can infuse magic into their very bones creating potent weapons [/table]

Boneshapers in the Game

edit: fixed a lot of the spacing issues i found in the text and now it should read smoother.
P.S. i would like to thank amechra for the lovely chart and i was even able to add in my own for the dc knowledge arcana checks.